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Roleplaying Tips Weekly E-Zine Issue #197
Tips On Designing General Sci-Fi Locations
Contents:
This Week's Tips Summarized
Tips On Designing General Sci-Fi Locations
- Rural Locations
- Urban Locations
- Space Locations
- Naming Your Location
Readers' Tips Summarized
- Puzzles Tip
From: Darren Blair
- Episode Previews And Reviews
From: Alby Hwang
- Equipment Comments And Tips
From: Jones Tyler III
- Evil Link
From: Michael F.
- 3D Art Resource
From: Cheryl J S Mitchell
- Slavery In Games Resource
From: Dariel R. A. Quiogue
- Fantasy Sub-Genres
From: Dwayne Trawick
Return to Contents
A Brief Word From Johnn
Late Issue
Sorry for this "Tuesday edition" of Roleplaying Tips Weekly.
I was called in to work Sunday on short notice and a little
overtime last night kept me from polishing this week's issue
off completely.
I've had a few Yahoo subscribers email recently about not
receiving issues of late. I'm not sure why this is as my
Listhost hasn't changed anything on their end. My new theory
is that I've sent out some recent issues on a Monday instead
of a Sunday night (I'm in GMT-8 time zone) and maybe Yahoo's
spam filters are ambushing more issues on a weekday? Just a
theory though.
This Week's Article Also Good For Fantasy
I don't GM sci-fi games (though I just purchased Star Hero
from my ezine sponsor The Hero Factory and it looks great!)
but I feel that Jonathan's article has some great ideas for
fantasy GMs as well. For example, I work on building my new
campaign world once in awhile, usually while I'm standing in
line somewhere, and it uses the classic D&D cosmology of
planes. Jonathan's article gave me many new ideas for
fleshing out various places on my planes that are just as
alien as sci-fi settings can be. I hope you enjoy this
week's article, regardless of what genre you GM.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
Return to
Contents
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Return to
Contents
Tips On Designing General Sci-Fi Locations
By Jonathan Hicks
There are many strange places in the universe, many strange
worlds and cities. The trick is making each of these
locations work for your game and the reality of the world
you are gaming in. The locations don't have to be grounded
in the realms of possibility, as after all, this is science
fiction.
Following are some hints and tips on how to create such
places. Although it is impossible to anticipate every
environment and ecology, these tips should give you some
idea of what to think about when designing a new place for
the PCs to visit - or avoid. Locations, even terrestrial
ones, are diverse and many, so being able to give
comprehensive hints on how to create original and visually
memorable places would be foolhardy - the best this article
can offer is how to approach the design of the location, and
hopefully act as a springboard for your own ideas.
Location design can be divided into four categories: rural,
urban, space-based, and location name. These things dictate
the lay of the land and what is to be found there--either
cities or towns or natural occurrences--and its identity.
- Rural Locations
Rural locations are open areas of natural growth. This can
cover many types of terrain, such as forest, plains,
mountains, or even endless water. It is important to
remember that a single type of terrain is not indicative of
the surface of the entire planet. Use our own world as a
template - many different terrains cover our planet, from
steaming jungles to arid deserts to vast expanses of water,
as our seasonal climate is subject to change from pole to
pole. There is no need to represent a whole planet with ice
fields, jungles, or desert unless you want to keep it
simple.
When we speak of sci-fi locations, we are usually talking of
out-of-this world places that are reachable by the PCs in
the game. There are only so many places of varying identity
that a GM can visit before repeating themselves, so ask
yourself the following questions:
- What is the atmosphere like?
- Breathable? If it is breathable then you're most likely
looking at a world with an atmosphere and ecology much like
our own.
- Toxic? If it is toxic then the world may be very different
from Earth, with growths and terrain far from what we know.
Great natural funnels could be belching sulphur into the
air, with lakes of bubbling acidic liquid burning everything
around. Natural vegetation could excrete a gas that is
lethal to off-world visitors, or the microscopic bacteria
could be unsuitable for human exposure (remember the
Martians of H G Well's 'The War of the Worlds?). The visual
style can be handled the same way as the breathable
atmosphere, except the PCs will have to spend their time on
the world with masks on, or in full spacesuits.
- What does the landscape look like on this particular part
of the planet you have landed on?
Atmosphere may give rise to terrain and vegetation similar
to our own world with a few twists to improve the visual
style. Perhaps there's no grass but a moss-like growth that
covers open land instead. The trees could grow like huge
flowers, supple and bending in the sun, or they could be
waist-height and cover the area like ferns. Sometimes, it
pays to think of exaggerating the natural order of things
('the trees are half a mile wide at the trunk and rise two
miles into the air!') or downsizing them ('the highest hills
are less than a hundred feet, and stretch off into the
distance').
- How similar is the landscape to our own?
A twist on the look or style that human perception is used
to can make normal things appear alien. Find a natural
history book or something similar and check out some of the
weird and wonderful places on our own planet. You may not
have to look very far for something that seems far removed
from what we know.
Even colour can make the difference. The sky may be tinged
with a continual pink, with two moons hanging low and huge--
even in the daytime. The leaves of the trees may be blue.
Just picture everything a person would look at when viewing
a natural landscape and twist it. Remember, you don't have
to have a reason as to why the world is the way it is. If it
serves the plot and makes for a memorable location, then
going into minute detail about the ecological history of the
world is not necessary.
Here's a little trick for quick descriptions. If you go from
orbit to sky to land, you can build a picture of what the
PCs see, standing on the surface of the planet. Starting
with the orbit, they may see more than one moon there, or
another planet, or even a massive space station hanging in
the sky. Moving down, the sky itself may be coloured red
because of atmospheric aberrations, or long stringy blue
clouds might be thinned by high winds or glow at night with
their own phosphorescence. The ground can be as described
above, with twisting trees and blue moss-like grass that
clings to everything.
Return to Contents
- Urban Locations
Now that the rural landscape has been established, it's time
to decide what kind of cities exist there and how they
thrive in relation to the landscape they have chosen as
their home. The style of an urban area will depend on two of
the things already established by the rural setting:
atmosphere and terrain.
- What kind of constructs are they?
Buildings will be designed and erected to suit the
conditions of the place chosen for settlement, be it
settlers who are indigenous to the world or colonists new to
the planet. Think about the surroundings, the weather
patterns, and the usefulness of local vegetation and/or
minerals. In real terms, the size and type of the
settlements will depend on the technology level and
consumable resources about the site, but there is no reason
to go into that kind of detail. Unless the PCs are planning
to take up permanent residence on the world, there is little
point in going into sociological and architectural detail.
- What kind of atmosphere is the settlement constructed in?
Let's say the atmosphere is toxic. Indigenous life forms
will have no compunction building places that suit their
biological needs as they are immune to the effects of the
world. Colonists or visitors, however, may need to take
drastic measures. Glass and steel domes that protect the
inhabitants from the lethal atmosphere may encapsulate great
cities with their own ecosystem installed and brought in
from the home world to sustain them. Huge underground
caverns cleansed of toxins could house a subterranean
populace. If the atmosphere is of a heavy gas and low lying,
the cities could be on huge stilts that stand above the
poisonous clouds.
- What kind of weather must the buildings resist?
If the weather is extreme, measures may be required to
protect the denizens from lashing winds, violent rain, or
even periodic meteor showers. They may have huge, armoured
upper levels to resist heavy impacts. They may be bullet
shaped so winds slip over them. Low domes with reflective
surfaces may help resist heat whilst other weather might be
kept out by constructing the city into the side of a
mountain.
- What kinds of people live there?
In this respect, it helps to think of species and technology
level.
- With regards to species, take the type of alien into
consideration. If they are huge, ten-foot tall giants, then
the buildings will be huge, with wide corridors and tall
looming doors. Vice versa for smaller beings where visitors
may have to crouch when entering homes.
- Is the race warlike or peaceful? Warlike races may have
buildings built for battle, with defensive emplacements,
stark, brutal construction, and sterile corridors. Peaceful
races may be more graceful, with flowing architecture and
wide-open natural spaces.
- How advanced are the people? A technologically backward
race may live in mud huts, caves, or rudimentary castles. It
may help to mix and match different cultures from our own
world to visualise this - Aztec Ziggurats surrounded by
Norman castle walls in which Viking-like long houses are
built, the people travelling the land in huge zeppelins?
Advanced races may have great silver cities with sprawling
starship bays, anti-grav sleds flitting between the
buildings and myriads of brightly coloured beings walking
the streets. The best thing to do - choose a period in
history and mix it with other culture styles from all over
our world. Exaggerate size or flamboyancy and you have your
own style, with elements the players can visualise so that
it makes your job much easier.
Another good idea is to mix the architecture of different
races as if many beings from all over the galaxy have
settled here and bought their own lifestyle with them.
Imagine the clash!
- What is the terrain like?
The actual formation of the land will also play a role in
the design of the urban area. In mountainous areas the city
might be low-lying in the valleys, or built into the
mountain itself, with roadways between the peaks. On plains,
the city may be similar to earth-bound sprawls, in jungles
the cities may be covered in vines and growths or part of
huge trees. On water planets, the cities may be standing on
stilts above the crashing waves, or underwater where it's
cool.
Imagine how we survive in different places on our own planet
and you have a starting point, with twists on the reality of
it to suit your game. Not all cities need to be plain
downtown/suburban creations. After all, it's the physical
design that will stick in the minds of the players. And
having the layout of the place similar from one world to the
next will make locations indistinguishable from each other,
which may result in a lesser involvement in the game.
Return to Contents
- Space Locations
This is where things get interesting yet remain simple.
There are so many choices to be made in the creation of a
space-bound location that listing them here would be
impossible. Instead, simply take what you have designed
regarding the planet-bound location and transplant them into
a vacuum.
Consider the following:
- What is the purpose of the location?
Your main consideration, in general, is the size and shape
of the place. Is it a huge sphere covered in sensor towers
and hangars? Is it cylindrical with huge solar arrays
generating power? Is it the classic doughnut shape spinning
to create its own gravity? A station could be so huge that
artificially created landscapes could exist within its
walls, with gardens and fields and lakes to help the species
the station belongs to relax.
Scientific stations might be bright and sterile with white
corridors devoid of decoration illustrating the seriousness
of the location's purpose. Military stations might be
bristling with defensive weapons and have berths for many
warships, troops, and war machines littering the sparse,
industrial-like construction. Picket vessels hang in
permanent readiness challenging every vessel that
approaches. Trade ports may be huge, able to berth dozens of
starships at a time with thousands of beings utilising trade
halls and entertainment venues.
The size of the place may well reflect the purpose, but that
is not always the case. Simply judge why the location exists
and go from there.
- Is the location part of a natural occurrence?
Perhaps the place has been constructed in a hollowed-out
asteroid, or part of a shattered moon. It helps to combine
the design with a natural space-based occurrence so that the
players have a visual they can latch on to. Describing a
space station is fine, even showing a picture can help, but
a three-dimensional image, especially that of a moon or
asteroid, gives the players a picture to latch on to and
helps the suspension of disbelief.
- What is in the vicinity of the location?
I'm not talking about within a few hundred yards, or even
kilometres. The nearest visual 'landmark' might be dozens
of light years away in the form of a huge nebulae. Just
imagine what the players might be able to see from the
location, or as they approach it.
Is there a long string of multicoloured stellar dust glowing
in the distance, or huge nebulae that fills the view ports?
Is the world the station orbits blue, green, purple, or an
airless barren rock? Is there an asteroid belt the PCs
should be aware of? Are there many ships flying around or
just one or two? Are there two suns, and what colour are
they? A great red giant could cast a scarlet glow over
everything and everyone, turning a pleasant station into a
vision of hell. Perhaps there has been a battle and the
station is what is left of a huge warship with the wrecks of
smaller vessels locked in the same orbit.
Return to Contents
- Naming Your Location
This part can be simple. Some people find it difficult to
come up with new and interesting names that don't sound too
ridiculous. The planet Tirinius sounds plausible, but the
planet Gillibillibangbong sounds plain stupid.
Here's a trick:
Take a look around you and pick two items that are in the
room, outside, or in the vicinity. Change the spelling of
the two words (just jumble up the letters or drop one or
two) and add them together.
For example, in my room here, I'll take my stapler and my
mouse, change the spelling of each, drop a couple of
letters ('stal' and 'omuse') and add them together -
Stalomuse. That could be a planet, a city, a space station,
even the name of an entire alien race. I'll use it for the
planet's name. Next, I need a city. I take paper and screen
(which I change to 'Rep' and 'scree') and add them together
to make 'Repscree'. So, we have the city Repscree on the
planet Stalomuse.
To make the words suit a species or a racial location, you
could judge that all the places start with a vowel
('Astalomuse' and 'Arepscree'), or always end with 'th'
('Stalomuseth' and 'Repscreeth'). Or, somewhere in the name,
there is always an apostrophe and a 'Ka' ('Stalomuse'Ka' or
'Ka'Repscree').
Add something to the word to make it identifiable to the
ear, so when you say 'the settlement bears the name of
Gendo'Ka', the pronunciation might tell the players
something about where they are going and helps them picture
it on their return.
Failing that, grab a Thesaurus. There are plenty of words
and their synonyms in there that you can swap, snip, and
jumble to create some very interesting place names. A whole
galaxy's worth, even!
[Comment from Johnn: a favorite trick of mine is to use an
online anagram maker and jumble up words based on the theme
of my adventure.
http://www.wordsmith.org/anagram/ ]
* * *
In conclusion, the thing to remember about creating a sci-fi
location is the 'twist', giving a place a certain element of
difference to make it stick in the players' minds. You can
base it on earth-bound cultures or terrains, or go far out
there with weird and wonderful designs of your own.
It's best to keep the notes you made and file them,
referring to them when you create something new so that you
don't repeat or copy yourself. You don't want the players to
visit acid lakes on one world, and then do the same thing on
another world a couple of weeks later.
Science fiction, especially that which deals with
exploration and adventure of the galaxy, is a genre of
discovery. Travelling across the universe to find that the
architecture on most planets is the same as downtown isn't
very exciting, is it?
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Puzzles Tip
From: Darren Blair
As much as puzzles/riddles/etc. can provide a non-combat way
to challenge players and provide non-combat XP, the fact
that some DMs allow players to just make intelligence checks
to solve them kinda takes the zing out of them at times. Not
only that, but it means that, as a DM, it could take any one
of us hours just to think one up and scale it to where it
can be done in the game. Meanwhile, the players eventually
get bored with puzzles if they aren't challenging enough.
To solve this, all it will take will be just a little cash
(don't buy too much at once!) and a little bit of your time.
Any store that bills itself as a teacher supply store should
have a section somewhere where puzzles are kept (both books,
traditional put-together puzzles, and logic puzzles of all
sorts). It may be small, but there should most likely be
something. If nothing else, there's always mail-order
catalogs, websites, and second-hand stores to stroll
through.
Imagine the look on your players' faces when you tell them
that they have to (in person, not in character) solve a
Rubik's Cube or other such item in order to complete the
task. Not only will they have to think, but often the
players should be forced to rely on group work in order to
solve it. Frustration alone ought to keep them at it for
hours, which is why a time limit is suggested.
When all is said and done, you can either keep it for
yourself for later use (your own or against another party)
or you can donate it to groups that give such items to
hospitals and other organizations.
Return to Contents
- Episode Previews And Reviews
From: Alby Hwang
This might work better in more episodic campaigns where GMs
have an idea of where things are going next.
Probably one of the best campaigns I've run so far revolved
around the excellent "Operation Rimfire" campaign for the
Mekton Zeta system. "Op Rim" used an episodic format in the
style of Japanese Animation series. What I wound up doing
was writing up short "previews" in the style of the "next
time, on ________" blurbs you find at the end of episodic
television.
For example, right before an adventure where the PCs had to
defend a starbase from enemy attack, I had one player read a
brief blurb about "A deadly attack on a station of innocent
civilians" forcing our "noble heroes" to fight off their
"dastardly foes."
This does require some planning on the GM's part as the GM
should be thinking at least one adventure ahead for this to
work well.
A fellow GM used a variant of this method in the style of
the "Last time, on _______" blurbs they sometimes have at
the beginning of television shows. This variant has the
advantage of keeping the players up to date on what happened
last time without the whole, "Okay, so where were we when we
left off?" situation.
In either case, the player reading the blurb should get a
small experience point reward for doing so. This isn't
really necessary if you have the right group though. After
I started doing this, one of my players actually asked if he
could have the chance to read the blurb next time. He was
willing to give up the XP bonus just for the chance to try
something "cool." All in all, a successful experiment I plan
to use again in the future.
Return to Contents
- Equipment Comments And Tips
From: Jones Tyler III
re: http://www.roleplayingtips.com/issue192.asp
Johnn,
Your article on equipment management makes many assumptions
that do not hold true, at least in my campaign.
For example, for major 're-gearing', I have my players work
up lists out of game, when at all possible, so that I can
peruse them and give them the OK or pull out items that are
not easily found. The actual purchasing of equipment does
not take time and I believe that the management of the gear
probably takes the same time (compared to the example of a
player needing to look up how much a piece of gear takes and
then track how much of his 'allotment' is left).
As another example, 'gear purchase' is not always a 'waste
of game time', unless your game focuses solely on combat.
Gear purchase, in my campaigns, is a great way to introduce
minor side-quests ("my uncle disappeared in that dungeon a
generation ago and he held the one family heirloom that I
really loved, a simple copper pendant"), provide for some
fun (light) roleplaying or give a point of what I refer to
as 'Campaign Lessons', wherein a bit of the campaign
environs (not the campaign itself, but the setting) is
explained. This can include history (I like to beat a point
in so the players remember it), something about the terrain,
maybe a bit about an NPC group, or whatever. In my
experiences, the purchasing of gear provides a great point
to continue the campaign in a non-combative environs (mostly =).
As to the actual management of gear that has already been
purchased, it is clear that this is something that will take
some amount of time, in so far as encumbrance is concerned.
But, I think that this represents a definite deterrent for,
let's say a wizard, to throw a very low score into Strength.
At the very least, ability score assignment does have a
consequence. Encumbrance has a great consequence in some
gaming systems, especially when it comes to D20 D&D. It is
no longer just a 'move slower', but also has possible
effects on attack rolls and the like.
But, I did enjoy the article, as it did give me food for
thought (I liked the idea of having equipment list groups and
will think on it more!).
As always, thanks for the great mag.
Return to Contents
- Evil Link
From: Michael F.
[Comment from Johnn: warning--for mature readers only.]
Here's a link to the Crime Library, a great resource of
murderers and criminals that's categorized and give lots of
interesting details:
http://www.crimelibrary.com/gein/geinmain.htm
Perfect background material for evil villains, NPCs, and
creepy scenarios...
Return to Contents
- 3D Art Resource
From: Cheryl J S Mitchell
Dear Johnn,
You should tell your readers to look up:
http://www.renderosity.com
It is a collection of 2d renderings of 3d art made with
various programs. The art can be saved, and as long as you
don't claim it or use it commercially, you could use the
weapon, character, and background pictures. They have
pictures of everything from elves, nymphs, drow, and irda
(warning, many with exposed body parts, but it is fantasy
after all) to Stonehenge, waterfalls, and tanks, as well as
many weapons. It may take a while to wade through, but I
found it well worth the effort. Definitely for the over-
18/21 set.
Return to Contents
- Slavery In Games Resource
From: Dariel R. A. Quiogue
http://www.atreion.2ya.com
Hi Johnn! Just wanted to say that Ian Winterbottom's tips on
using slavery as a plot hook could make for some great
adventures. I can speak from personal experience - I've used
the device twice already and got some really motivated
characters (and players) from it.
I'd like to recommend readers looking for ideas on
incorporating slavery into their campaigns to check out
Edgar Rice Burroughs' Barsoom series of novels, and the
Rafael Sabatini novel Captain Blood; better yet, watch the
Captain Blood movie.
Captain Blood's adventure starts with him being sent to a
Caribbean island as a slave, from which he escapes on a
stolen ship and into a career of piracy.
Return to Contents
- Fantasy Sub-Genres
From: Dwayne Trawick
re: Brief Word http://www.roleplayingtips.com/issue193.asp
[Comment from Johnn: I thought you might find this list of
fantasy sub-genres useful for categorizing your campaigns.
Perhaps a good way to communicate what new players to your
group are in for? ;) ]
Hi Johnn! I don't know of a website that describes the
different kinds of fantasy but I have found quite a few sub
genres and thought I'd share them. Not all of these are
publicly accepted, I've made a few of them up.
- Sword and Sorcery
This is the classic stuff most normal authors scoff at and
unfortunately see as the mainstream of fantasy. An example
would be Conan the Barbarian.
- Classic Fantasy
Ripped, white-outed and slightly modified from the original
Lord of the Rings, this is your standard stock, what many
D&D players are likely to be most comfortable with. It's all
about elves and dwarves, and polytheism and fireballs.
- Epic Fantasy
This may very well be a sub-sub genre. Epic fantasy is your
melodrama fantasy where the Chosen One fights the Shadow.
Robert Jordan fits very well into this scheme. All the
while, it will usually have some aspects of classic fantasy,
but can be of any normal subgenre, I think.
- Historical Fantasy
In the mainstream, I think this is mainly a title which
includes the fantastic recreation of history or human myth
(i.e. King Arthur, etc.) but I also classify it as a fantasy
that is so rooted into normal Earth culture that it might as
well say something like: some names and events have been
altered to protect the innocent and make it seem cooler.
Therefore I also include George R. R. Martin's A Song of Ice
and Fire into it.
- Celtic Myth Fantasy
This is a sub-sub-genre in historical fantasy that seems to
be hugely popular. Just check out your book store and you'll
find at least a dozen titles that are based on Celtic myth.
- Farcical Fantasy
This is your funny, sometimes goofy fantasy from the likes
of Terry Pratchett. Not huge or taken very seriously by the
mainstream, I think, but still has a fairly loyal following.
- Dark Fantasy
This is another subgrenre that may overlap. This is a little
Robert Jordan with a dash of Stephen King. It normally has
something of the classic fantasy feel, but with lots of
scary stuff that goes bump in the night and wants blood.
- Low Fantasy
This is fantasy where the normal fantastic stuff has been
leeched out a little. I don't know of much like this,
although Martin's Song of Ice and Fire may fit this too, but
it's a fairly classical world where fireballs may have been
as common as lighters in a drug store, but aren't at the
time of the telling. This is also a little of Tolkien too,
kind of a "get back to the basics" as the master's fantasy
included very little of fireballs and meteor swarms and
swords that kill gods and whatnot.
- Modern Fantasy
This is the stuff where the creepy, crawly things from
normal fantasies creep up the sewers of New York City and
wreak a little havoc in the modern world. I don't read a lot
of this stuff, but I think a lot of Stephen King's works
would sort of fall into this, as (from my limited knowledge
of his work) there is a lot of supernatural, yet takes place
in the modern world. It would just be shadowed with yet
another sub-genre, dark fantasy.
- Science Fantasy
As yet, this really hasn't taken off in the mainstream,
except in those goofy video games where guys with swords
wallop guys with guns. I think this will slowly mature
though, and find a few, discreet, ingenious authors who can
take this difficult to control and maintain genre into the
heights.
- Montage Fantasy
This is like when you go to the Italian restaurant and you
get to pick from 7 pastas, 5 sauces, and 12 different extras
for your dinner bowl. Montage Fantasy is a big mix of at
least two of the above. I would consider Stephen King's Dark
Tower Series to be part of this. It includes both
supernatural in the real world, as well as an alien world,
as well as a lot of dark fantasy.
Well. I hope this was in some way helpful.
Return to Contents
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